#version 330 core
layout (location = 0) in vec3 aPos;
uniform vec4 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 rotation;
out vec4 fragColor;
void main()
{
   fragColor=color;
   gl_Position = projection * view * rotation * vec4(aPos.x,aPos.y,aPos.z, 1.0);
}